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Vitaeus

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  1. On the subject of how many nodes unlock at a time. The player can self impose that by only selecting one or whatever. Which formula would need to change to spread your Upgrade Research Points to all the selected so the more you do the slower the individual project? If this is covered somewhere ele a pointer will be awesome. Thanks. This mod kerbalism and Unkerballed start are the main mods I am using as a newbie...
  2. The issue with the dll for remotetech is still present, i use ckan for mod installs and I just manually deleted the line that Kerbalism and you worked out.... thanks for all the hard volunteer work
  3. I started playing coupl weeks ago, thanks for this mod, I really enjoy the creative folks and the contract packs, makes career mod more enjoyable to have a goal.
  4. Just started a couple weks ago, really enjoying this mod, having a build time makes it feel less gamey, thanks for supporting this.
  5. Just started a few weeks ago, really enjoying the change to Science, makes for a much more interesting career progression. Haven't actually shot a Kerbal into space yet...looking forward to seeing what I forgot to put on the rocket.
  6. Just started actually playing two weeks ago...did stock for a few days and then added.....MODs. Unkerballed start is one of them, I really am enjoying learning to do the small stuff before shooting Kerbals out of cannons.....err manned missions. A contract pack to flesh out Sounding Rockets and the very early game to help develop the Rocket Science would be great.
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